Pikmin 2
Pikmin 2 is the second game in the Pikmin series. It is currently the most recent game, taking place directly after the first game, in whose ending Captain Olimar successfully escapes the planet of the Pikmin.
Locations
The following are the overground areas in which it is possible for the ship to land:
Plot
Upon returning to Hocotate after his adventure on the planet of the Pikmin, Captain Olimar meets the his employer and a newly hired, supposedly inexperienced employee named Louie. Olimar learns that Hocotate Freight is massively in debt due to the loss of a shipment of Golden Pikpik carrots, a situation brought about by Louie; Olimar's ship, the S.S. Dolphin, is consequently removed in order to repay some of the debt, at Olimar drops a bottle cap, brought back to his planet as a souvenir for his son. The Ship proceeds to absorb the bottle cap and values it at 100 Pokos, leading to the President then sending Olimar and Louie back to the Pikmin planet.
After the debt is fully paid, Olimar returns to Hocotate; on the way, however, he discovers that Louie is not with him. The President joins Olimar back on Hocotate, and the game progresses with the President replacing Louie as a playable character, the two captains endeavouring to completely clear the planet of treasure and to locate and rescue Louie. The player finally discovers that lost employee in the Dream Den, atop a Titan Dweevil. Template:Endspoiler
Controls
- A button:
- While commanding Pikmin: Pick a Pikmin up. When you release A, Olimar or Louie will throw the Pikmin.
- When by a sprout: Pick the pikmin sprout out of the ground.
- Without any Pikmin: Punch. If you have the Rocket Fist, press it quickly three times to do a more powerful punch.
- B button: Whistle. Hold it down longer to increase the range. Any Pikmin caught in the whistle will come to your command. The Mega Tweeter increases the range of the whistle by 1.5 times. If you have the Pluckaphone, any sprouts will come out, too.
- Analog stick: Move in the direction you press the stick. If you hit a Pikmin while running, it will join you. You run as fast as a flower Red/Blue/Yellow Pikmin, and with the Rush Boots you run as fast as a flower White pikmin.
- C-Stick: Move your Pikmin group. They will go to a task if they bump into an object and they will lose your control.
- Y button: Switch leaders. All the pikmin under your control will go to the new leader.
- X buttons: Dismiss all of your Pikmin into groups of their color.
- D-Pad Up:
- When not holding a Pikmin: Use an Ultra-bitter spray. This is obtained from 10 purple berries.
- When holding a Pikmin: Swap your Pikmin for a leaf, bud, or flower Pikmin.
- D-Pad Down:
- When not holding a Pikmin: Use an Ultra-spicy spray. This is obtained from 10 red berries.
- When holding a Pikmin: Swap your Pikmin for a Leaf, Bud or Flower Pikmin.
- D-Pad Left/Right: (only when holding a Pikmin) Swap your Pikmin for one of a different color.
- L button:
- Press: Center the camera behind Olimar/Louie.
- Lightly tap and hold: Use the Analog Stick to rotate the camera.
- R button:
- Press: Switch to a closer or farther away camera angle.
- Press and Hold: Switches to a down-to-the-ground angle.
- Z button: Switch to a top view and then back to an angled view.
- Start: Pause and continue the game. The L and R buttons switch between menus.
Gameplay
The gameplay of Pikmin 2 is very similar to the series' first game, with just a few small changes. For example, the Y Button no longer opens up the map of the current area anymore; instead, it is accessed via the start button. The Y Button is now used to switch control between two currently available pilots, allowing the player to multi-task, introducing a strategic aspect. Unlike the first game, this one has an endless amount of days in which to complete all objectives.
At the end of a day, the many nocturnal enemies of the planet awaken, posing an impossible threat, and any Pikmin left behind are killed. After the ship has risen into a low orbit, it is possible to view the treasures salvaged that day, the current Pikmin count, and an E-mail sent by various characters.
There are two new hazards introduced in Pikmin 2: electricity and poison. The majority of obstacles are present again, along with new obstacles, such as electric gates and paper bags. Red, Yellow, and Blue Pikmin are stored in Onions, while purples and whites are stored in the ship's hull, due, of course, to their being produced through appropriate Candypop Buds, thus having no respective Onions.
Gameplay in Pikmin 2 attempts to lower the feelings of stress and isolation prevailent throughout Pikmin 1. In Pikmin 1, Captain Olimar was stranded, alone, on a foreign planet, with a limited number of days to survive. Pikmin 2, with its absence of a time limit, the addition of Louie as a companion, and the daily emails, lowers the "stress factor" found in Pikmin 1.
The Pikmin
The Pikmin from the first game haven't changed, except for the Yellow Pikmin, who don't use bomb-rocks anymore, but are now immune to the electric hazards in the game. There are three new kinds of Pikmin that can be discovered in underground areas. The first kind of underground Pikmin you'll meet are the Purple Pikmin, who are distinct because of their hairs on their head and their bulky appearance. White Pikmin are smaller than other Pikmin and have red eyes. Bulbmin may look like Bulborbs but they can be used like ordinary Pikmin.
The new types of Pikmin
Purple Pikmin
- Main article: Purple Pikmin.
Purple Pikmin are the second kind of Pikmin you'll meet, and are found in the last sublevel of the Emergence Cave. They are needed to carry the Spherical Atlas in the cave because Purples have 10 times the strength of an ordinary Pikmin. Their great weight means that when you throw them, they shake the ground, which may temporarily stun nearby enemies on the ground. Purples are the strongest type of Pikmin. They also have an advantage over some bosses: for example, they can harm Giant Breadbugs and can make a Waterwraith vulnerable to attack by any Pikmin.
White Pikmin
- Main article: White Pikmin.
White Pikmin are the third type of Pikmin found in Pikmin 2. To find your first White Pikmin, you need to go to the White Flower Garden and look in Sublevel Three for Ivory Candypop Buds. The poison clouds produced by poison pipes and Doodlebugs will cause some Pikmin to choke but White Pikmin can take them out without getting harmed. They can find treasure buried in the ground, making them essential for collecting treasure. They are also very fast and can carry treasure, pellets, or bug bodies faster than any other Pikmin. When eaten by an enemy, they will poison the enemy and cause the enemy to lose some health. Flowered White Pikmin are the fastest of all Pikmin.
Bulbmin
- Main article: Bulbmin.
Bulbmin are the last type of Pikmin you may find. They are found in three caves, the Submerged Castle, the Frontier Cavern, and the Hole of Heroes. To retrieve small Bulbmin, you need to defeat the Big Bulbmin and call the small ones with your whistle. Bulbmin are immune to all the hazards in the planet but are slower and weaker and they can't leave the underground. They are a good choice to use in Candypop Buds, due to the fact that they don't return above ground with you. Template:Endspoiler
WarioWare: Smooth Moves mini-game
In the Wii game WarioWare: Smooth Moves there is a mini-game based on and called "Pikmin 2". In it you control Empress Bulblax and must use the Wii-mote to roll her from side to side squishing Pikmin.
Non capitalization in-game error
In the game, the words the and container in the treasure Empty space container were meant to be capitalized, but were not.